Matchup Summary (Win Condition and Game Plan)
Dark Samus can stop grounded approaches with Charge Shot and fast-arriving missiles while using her floaty air movement and air dodge to scatter landing positions, so the matchup gets worse for Inkling if you stand still and shield from the front. If Inkling gives up space at mid-range, Dark Samus gets to connect grab, forward air, and down smash pressure too easily.
That said, Dark Samus does not have overwhelming close-range scramble speed, and Inkling can skew the missile and Zair axis with low-profile dash movement. Once Splash Bomb makes her pick jump or shield, Inkling can convert quickly into back air, grab, and up-throw pressure. Because Dark Samus drifts farther than Samus, it is usually better to hold the space under her than to chase too far sideways.
The frame table shows that down tilt, dash attack, the smash attacks, missiles, and forward air are all punishable by OOS nair, up smash, grab, or OOS back air, so Dark Samus does give real openings when she overextends at close range.
On the other hand, neutral air, down air, Zair, and point-blank Charge Shot are not easy to challenge immediately out of shield, and hard-committing to raw Roller or deep offstage chasing lets Dark Samus reset with air dodge and tether recovery. Do not rush for center-stage kill swings. Keep the kill plan on Splash Bomb ledge traps into back air, up smash, or a narrowed Roller callout.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Inkling OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 3 | -10 |
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| Jab 2 | 6 | -15 |
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| Forward Tilt | 8 | -17/-16/-15 |
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| Up Tilt | 15 | -12 |
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| Down Tilt | 6 | -26 |
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| Dash Attack | 8 | -23 |
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| Forward Smash | 10 | -29/-28 |
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| Up Smash | 11/15/19/23/27 | -24 |
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| Down Smash | 9/17 | -27/-18 |
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| Neutral Air | 8/14 | -5/-5/-6 |
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| Forward Air | 6/12/18/24/30 | -12/-12/-11 |
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| Back Air | 9 | -9/-9/-10 |
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| Up Air | 5… | -16/-16/-15 |
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| Down Air | 17 | -8/-7 |
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| Z Air | 8/16 | -4/-3 |
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| Neutral B | 3(+13) | -17 to +4 |
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| Side B (1) | 18 | -26 |
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| Side B (2) | 21 | -24 |
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| Up B (1) | 4… | — | ||
| Up B (2) | 5… | — | ||
| Down B | 33 | — | ||
| Grab | 15 | — | ||
| Dash Grab | 17 | — | ||
| Pivot Grab | 18 | — |
Win Condition Checklist
- Mix low-profile dash movement with walking shield so you do not absorb Charge Shot and missiles head-on, and force Dark Samus to jump or shield before you fully enter.
- After up throw or back-air launches, stay under Dark Samus instead of overchasing horizontally, then convert into up air pressure, dash-based landing traps, and ledge situations.
- When you block down tilt, dash attack, forward smash, up smash, down smash, missiles, or forward air, answer immediately with OOS nair, up smash, grab, or OOS back air so she cannot reset to mid-range for free.
- Build kills through Splash Bomb ledge traps that cover ledge wait and getup timing, catch jump with back air, cover roll with grab or up smash, and save Roller for spots where her choices are already narrowed.
- Keep your ink count healthy and take the short refill windows you earn at ledge so the next back air and grab sequence still carries strong reward.
Actions to Avoid
- Sitting in shield at long range while waiting on Charge Shot and giving Dark Samus free space to walk into grab and forward-air range.
- Chasing too far sideways after launching her and giving up center stage to her air dodge and drift-based landing mix.
- Repeatedly showing raw Roller at mid-range and letting missiles, forward air, or down smash line up against it.
- Overcommitting offstage into tether recovery and getting clipped by rising aerials or ledge re-entry, which throws away the ledge trap you already earned.